• Title/Summary/Keyword: Contents business

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A Study on the Business Strategy of Smart Devices for Multimedia Contents

  • Lee, Hong-Joo
    • Journal of Information Processing Systems
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    • v.7 no.3
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    • pp.543-548
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    • 2011
  • Information technology is changing the business value chain and business systems. This situation is due to the business value chain and the value creation factors in business. Technology companies and researchers are developing new businesses, but many companies and researchers cannot find successful ways to analyze and develop a business in a specific way. In this paper, first, the value creation motive in business is analyzed through a literature review. Second, business attributes are analyzed, while considering the value creation motive and the business factors in management. Finally, the business attributes of information technology are studied through a review of previous research papers on this topic.

A study into effect the terminological definition of cultural industry has on creativity of cultural contents - Based on comparative study between Korean Cultural Industry, US Entertainment Industry and UK Creative Industry - (문화산업의 용어적 정의가 문화콘텐츠 창의성에 미치는 영향에 관한 연구 - 한국 문화산업, 미국 엔터테인먼트 산업, 영국 크리에이티브 산업과의 비교를 통하여 -)

  • Yoo, Jun-Ho;Yoon, Sung-Gum
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.5 no.1
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    • pp.1-18
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    • 2010
  • Cultural industry along with cultural content that forms the center of cultural industry is the field whose interest is continually increasing due to the increase of weight in the national economy and the strengthening of importance in future value. Cultural content, particularly, accounts for the essential position in starting a business around one-person business, which recently arouses high interest in a nation. However, it is true that the debates on the rapid growth and identity of cultural content in contrast to the reinforcement of its position, and the criticisms about the lack in development of material and cultural content in staring a business show the limitation of overall cultural content in Korea. This research examines recognition of cultural industry or cultural content through terminologies of definition as well as the relationships of configures in accordance with the outcome of cultural content. Findings demonstrate that cultural content in Korea revealed the highest cultural orientation which is the same as existing interpretations, and as comparison objects, entertainment industry in the U.S. and creative industry in the UK contained the highest part of entertainment and creativity respectively. It reflects that mythical elements of language that has been discussed from the structuralist perspectives are projected in the relevant field. In conclusion, the conceptual definition of cultural content has the structure to project advantages and disadvantages of existing culture, and this limitation needs to be overcome in securing the items and business value in starting a business.

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A Study of the Application of Amenity Resources for a Rural Community Development Project (농촌마을 종합개발 사업의 어메니티 자원 활용에 관한 연구)

  • Choi, Yoo Na;Suh, Joo Hwan
    • Journal of recreation and landscape
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    • v.8 no.4
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    • pp.43-51
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    • 2014
  • This research is based on a rural village reconstruction business that is a priority under the national support act for rural village vitalization. Allowing for an analysis of the regional and annual classification of business contents as part of the master district implementation plan, this research presents amenity resource applications for the purpose of understanding the business contents and resource status reports. To analyze the utilization of amenity resources in the rural villages' overall development business, a content analysis of the business characteristics and resources of 299 districts was conducted for a seven-year period (2005-2011). Information that included district names, enterprise types, and specifications of a particular business, were coded in Excel, through exhaustive research of the 299 districts. Using this process, a more detailed categorization of seven years of business data, periodic, and regional business contents were defined. As a result of this research, it is apparent that the overall district's facility resources are optimized for the most, and that the environmental management of resources, including animal and plant resources, as well as water resources, is continuously decreasing, as was shown in the annual amenity resource usage transition. The annual amenity resource usage transition data denotes the highest rates in Jun-Ra-Buk-Do and Kyung-Sang-Buk-Do. In summary, this analysis verified the urgent need for diverse amenity resource utilization, research on practical alternatives, and the resource optimization of environmental controls for sustainable development in rural areas.

The Boundary Conditions of Free-to-Play Business Model in the Economic Perspective: a case study (경제학 관점에서 부분유료화 게임 비즈니스 모델 분석 및 사례 연구)

  • Yoo, Changsok;Jung, Jaeki;Lee, Sachiko
    • The Journal of the Korea Contents Association
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    • v.14 no.11
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    • pp.883-892
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    • 2014
  • Free-to-play business model, which first commercialized in Korea, now becomes crucial sales drivers in the game industry, but the theoretical background is not well known that most of free-to-play content business models are developed based on the guts and trial-and-errors. In this study, we verified that the price discrimination theory in economics is the backbone of the free-to-play business model, and we also derived the three boundary conditions that should be satisfied in the business model design. We reviewed the three boundary conditions of free-to-play business model using case studies of previous games, and showed how the boundary conditions should work in the actual business. Through case studies, we tried to suggest the theoretical basis of free-to-play business model design, and sales enhancing techniques in free-to-play business.

Feasibility Analysis and Curriculum Design for the Business Simulation Learning (경영 시뮬레이션 학습의 타당성 분석 및 교수모형 설계)

  • Lee, Jae-Won;Park, Jin- Meyoung
    • The Journal of the Korea Contents Association
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    • v.9 no.8
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    • pp.309-323
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    • 2009
  • Business simulation learning is a business education method of the software applications that applied for the university's management training. Its interest is increasing as management training tools to simulate the virtual enterprise and to learn the business management knowledge, management skills, experience and problem-solving. This research was done for the feasibility analysis and management education model design of the business simulation learning. As a prior research to the introduction and operation of the university's business simulation learning curriculum, the need and literature research on the possibility recognition of classes for college students and corporate executives, a demand survey research and analysis was done and discussed the necessity and possibility of the business simulation learning for the industry and universities education area. In addition, we designed a curriculum of the business simulation learning and presented some of education models of management for the university's management training purpose by using the results of the survey research and literature analysis.

The Study on the Current Situation of Promotion Centers and Colleges Related with Contents, Focusing on Two Provinces, Gyeongsangnamdo and Jeollanamdo (콘텐츠 관련 진흥원과 대학 현황 연구:경남과 전남을 중심으로)

  • Park, Keong-Cheol
    • The Journal of the Korea Contents Association
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    • v.10 no.11
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    • pp.180-188
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    • 2010
  • Hanryu phenomenon, referring to the fad for "all things South Korean" from the late 1990s, gave us an opportunities to realize the value of contents and the potential in business. As the government established promotion center to boost the contents industry, the number of departments on contents in colleges increased rapidly despite short history. This time provided a great background for the development of contents industry and training students. Specifically, the training courses in colleges for the students who major in contents has been the solid foundation of the excellent results in contents industries such as game, drama, film, animation and character. As the development and production of contents have been proceeded mostly in Seoul metropolitan area. If local promotion centers and colleges cooperate with each other for training students in this field, a successful business model will be established in local community with the help of local government and businesses. The objective of this study is to make an investigation into the promotion centers and the colleges that have departments on contents in Gyeongsangnamdo and Jeollanamdo, far from Seoul metropolitan area. This study may help to make suggestions for the next study through the investigation of promotion centers and colleges related to "Contents" in Gyeongsangnamdo and Jeollanamdo including cities under the direct control of the government.

Analysis of a Stock Price Trend and Future Investment Value of Cultural Content-related Convergence Business (문화콘텐츠 관련 융복합 기업들의 주가동향 및 향후 투자가치 분석)

  • Choi, Jeong-Il;Lee, Ok-Dong
    • Journal of Digital Convergence
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    • v.13 no.11
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    • pp.45-55
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    • 2015
  • This study used for KOSPI, KOSDAQ, entertainment culture and digital contents index that is related to cultural contents industry. There was investigated the each stock price index and return trends for a total 597 weeks to July 2015 from March 2004. They looked the content-related stocks about investment worth to comparative analysis the return, volatility, correlation, synchronization phenomena etc. of each stock index. When we saw the growth potential of the cultural contents industry forward, looked forward to the investment possibility of related stocks. Analysis Result cultural content related stocks showed a higher rate after the last 2008 global financial crisis. Recent as high interest in the cultural contents industry, we could see that the investment merit increases slowly. In the future, the cultural content industry is expected to continue to evolve. The increase of investments value in the cultural content related businesses is much expectation.

Distribution Business Model and Protecting Management System of Contents for IPTV (IPTV를 위한 콘텐츠의 유통 비즈니스 모델 및 보호관리)

  • Ryu, Jee-Woong;Bang, Jin-Suk;Jung, Hoe-Kyung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.4
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    • pp.845-850
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    • 2011
  • In this paper, we proposed the digital contents distribution business model for the operation of integration between heterogeneous systems in order to use IPTV. Also, we designed and implemented the protection management system through this distribution business model. This proposed model maintains interoperability between the heterogeneous systems, creates rights protection document based on REL, and provides the new version of packaged digital contents to itself by packaging the digital contents. Overall, it ultimately offers an interoperable environment. Moreover, since we pre-defines the relations among REL data based on MPEG-21 standard, which creates the newly packaged digital contents, it is easy to edit data. We can expect to save expenses of digital contents distribution and rights protection technology. Additionally, we can further improve security by encapsulating the security technology of CAS and DRM system.

A Study on Developing Descriptive Metadata Elements of the Contents of Oral History Records: Using Oral History Records of Knit Business in Haebangchon (구술기록 메타데이터 내용 영역 요소 개발에 관한 연구 - 해방촌 니트 사업 구술 기록을 대상으로 -)

  • Haein Kim;Yeon-Kyoung Chung
    • Journal of the Korean Society for Library and Information Science
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    • v.57 no.4
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    • pp.97-117
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    • 2023
  • The purpose of this study is to develop descriptive metadata elements of contents of oral history records. First, the meaning of contents in transcripts and detailed interview lists, as well as the characteristics of metadata for oral history records, were examined. Second, elements related contents of domestic and international oral history metadata were compared to identify 18 elements, then streamlined 12 elements were set by removing duplicates. Third, 12 elements were compared with detailed interview lists based on transcripts of 6 interviewees who had interviews on knit business in Haebangchon. The result of this study discovered 1 additional element that designated as 'basic' and these were further categorized into 15 element of 'enhanced'. These elements are expected to contribute to expanding the scope of utilization of oral history records by supporting the structure and expression of that contents.